Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 357 358 [359] 360 361 ... 1347

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2850408 times)

Dutchling

  • Bay Watcher
  • Ridin' with Biden
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5370 on: July 05, 2011, 12:30:25 pm »

@Singulartiy: How small is your laptop? There is smaller screen option (800p height)
...1366x768  :'(

So close yet so far
i'm 99% sure you can play with 768 height :) There are hardly any full screen windows in reduced height mode so those few pixels shouldn't be a problem. The only window that is full screen is the system map (F3) but the only thing that is down there are the events (which aren't even shown there by default), which can also be viewed from events updates. The game should run perfectly fine even with your small screen.
Logged

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5371 on: July 06, 2011, 05:48:43 am »

...and then you can use alt+move to view the missing screen parts
http://www.deskex.com/Altmove/index.asp
Logged

Singularity-SRX

  • Bay Watcher
  • *shudders*
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5372 on: July 06, 2011, 07:18:33 am »

Thanks guys ^^
Just wondering on the installation, do i download 4.91, then patch it up to 5.42?
Logged
Quote from: Vertigon
slamming his left hand into the baby's face
I came to this forum with no intention of ever uttering that phrase.

o_O[WTFace]

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5373 on: July 06, 2011, 07:39:59 am »

You need to patch it to 5.4 (?) then 5.42, according to a forum thread. 
Logged
...likes Dwarf Fortresses for their terrifying features...

Dutchling

  • Bay Watcher
  • Ridin' with Biden
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5374 on: July 06, 2011, 07:57:10 am »

...and then you can use alt+move to view the missing screen parts
http://www.deskex.com/Altmove/index.asp
Quote from: thatsite
There is some windows, which have not a title bar, and you need use long key combination to became window in moving state. By AltMove you will do it by single dragging.
In SovietRussia, AltMove moves you!
(sounds like a great utility though, thanks for the link.)
Logged

Singularity-SRX

  • Bay Watcher
  • *shudders*
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5375 on: July 06, 2011, 08:02:59 am »

erm
When i'm installing it, there's a fudgeton of things in system 32, trying to be written over
I have the newest versions of all those files, so I'm saying yes to keeping my current ones.

Running Vista home 32 bit

Should I be worried though?


[Edit]
Okay, so I decided to start up a game (4.91) just to see what it was like.
My head asploded.

Could someone point me to a tutorial?

[Edit2]
Fuck
Updated it to 5.42 (5.40 first) and i'm getting errors
Error 3265 DAO.Fields Item not found in this collection
Error 3201 DAO.Recordset You cannot add or change a record because a related record is required in table 'Game'.
« Last Edit: July 06, 2011, 08:55:33 am by Singularity-SRX »
Logged
Quote from: Vertigon
slamming his left hand into the baby's face
I came to this forum with no intention of ever uttering that phrase.

Dutchling

  • Bay Watcher
  • Ridin' with Biden
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5376 on: July 06, 2011, 08:55:35 am »

Do NOT allow it to write anything over, except the patches (although that is no system 32stuff).
tutorial: http://aurora2.pentarch.org/index.php/board,101.0.html

Are you sure you first updated to 5.40 first? and set your decimal thing correct (1.000.000,25 -> 1,000,000.25)? Allthough the latter would create error91's, at least it did so for me.
Also: do you have Vista (7?) and installed the game in program files (default location)? That won't work...
Logged

Singularity-SRX

  • Bay Watcher
  • *shudders*
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5377 on: July 06, 2011, 09:03:10 am »

Shittles
I installed to program files
Do I have to uninstall and reinstall somewhere else?

I made sure it didn't overwrite by pressing the 'keep this file' button
My computer seems to still be working, so I'll assume I did that right ^^

I'm fairly sure I installed it properly, followed all the directions, however I'm only getting database errors D:
Logged
Quote from: Vertigon
slamming his left hand into the baby's face
I came to this forum with no intention of ever uttering that phrase.

Dutchling

  • Bay Watcher
  • Ridin' with Biden
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5378 on: July 06, 2011, 09:07:58 am »

Well I have vista and I wasn't able to play until I installed the game again in another folder (user/aurora for me). I have no idea if I actually removed the game from program files though. I probably just deleted it ^^.
Logged

Areyar

  • Bay Watcher
  • Ecstatic about recieving his own E:4 mug recently
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5379 on: July 06, 2011, 09:09:35 am »

In Soviet Russia, decimal point moves you!

hehe, heard that -ad nauseum- recently...can't recall where though.
must've been dutch tv. :P

Logged
My images bucket for WIPs and such: link

Singularity-SRX

  • Bay Watcher
  • *shudders*
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5380 on: July 06, 2011, 09:25:10 am »

Ok, so I installed it to my desktop based 'stuff' folder (contains shortcuts and is really organized)
Did the extraction thing for 4.91
Extracted the (supposed) 5.40 update into it.
Run the game, up in the top corner it says 5.42.

So now I'm sitting here wondering what the REAL 5.42 update actually is o.O
Logged
Quote from: Vertigon
slamming his left hand into the baby's face
I came to this forum with no intention of ever uttering that phrase.

Mini

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5381 on: July 06, 2011, 09:44:15 am »

The 5.42 update was probably included in the 5.4 download at some point. Lucky you, you get to be confused!
Logged

Singularity-SRX

  • Bay Watcher
  • *shudders*
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5382 on: July 06, 2011, 10:07:09 am »

Yay me -.-
*grumblegrumblegrumble*

In other news, the game I have going on, and so far, well, I've gotta say, I'm pretty proud of myself

I managed to assign a governor to Earth, and begin and finish a research project for a nuclear pulse drone engine
All with no tutorials whatsoever :D

Just trying to work out how to build it or put it in a class design D;
[Edit]
HAH
HAHAHAHAHAHA
I worked it out :D
You research things then do research projects to USE those things you researched :D

Ok, so how is this for a scout ship?
I'm thinking that the fuel capacity is a little high
Aaaanndd I just realized how slow it is D:
Code: [Select]
Tribal class Scout    1,050 tons     96 Crew     284 BP      TCS 21  TH 60  EM 0
2857 km/s     Armour 1-9     Shields 0-0     Sensors 1/1/1/1     Damage Control Rating 1     PPV 0
Annual Failure Rate: 8%    IFR: 0.1%    Maint Capacity 169 MSP    Max Repair 100 MSP    Est Time: 5.69 Years

Ion Engine E9 (1)    Power 60    Fuel Use 90%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 95.2 billion km   (385 days at full power)

Active Search Sensor MR3-R30 (1)     GPS 288     Range 3.2m km    Resolution 30
Gravitational Survey Sensors (1)   1 Survey Points Per Hour
Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
« Last Edit: July 06, 2011, 11:39:55 am by Singularity-SRX »
Logged
Quote from: Vertigon
slamming his left hand into the baby's face
I came to this forum with no intention of ever uttering that phrase.

Dutchling

  • Bay Watcher
  • Ridin' with Biden
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5383 on: July 06, 2011, 11:37:34 am »

Ok, I'm no expert but here are a few things:
-do not put code tags in spoiler tags, it makes it kinda unreadable
-you're ship is kinda slow for ion tech. In the component summary at the class design tab you can see how much tonnage your engines use. Most people seem to have that at 25-50%.
-your Est Time is higher than your range. This useless unless you intend to use a fuel tanker. So make more fuel tanks (or whatever they are called) or remove some engineering spaces for some more sensors.
-you have an active sensor on your ship. Active sensors are afaik only used to detect ships (based on weight) so your fire control can lock on them. Useless for your ship, unless you do it for roleplay purposes. If you want to detect enemies with it, you can better et a thermal sensors. They are passive (EM sensors can detect active sensors) and have a better range. They cannot be used to spot enemies for your fire control though, and they see enemies based on thermal signature (engines)
-I always make specialized geo surveyships and grav surveyships, although other people might combine them, like you do. Geo sensors are commercial and grav sensors are military. So if you have a geo ship with commercial engines and no grav sensors it will be a commercial engine and will not need maintenance (except if it gets shot ofc :P)

btw: you will run out of minerals on earth very quickly, so you probably want to create a lot of auto mines and bring them to planets that have duranium (used for everything) and the other mineral that is needed for mines. You bring them there with a freighter. also bring a mass driver there and have one on earth so you can send minerals from the mining colony to earth. You'll need to geosurvey a planet first. Mass drivers and automines are made from the industry tab in the population screen. Try to convert your mines at earth to auto mines too. Except if Mars has some good minerals, cause you might want to get an inhabited colony there than.

Keep in mind that I am a total noob in this game :P


EDIT:
I have a Jump Gate in the sol sytem!? What the hell, who build that? It's useful though, time to explooore!
« Last Edit: July 06, 2011, 11:48:07 am by Dutchling »
Logged

Thexor

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #5384 on: July 06, 2011, 11:51:13 am »

Now, hold on there.

First, estimated time to failure is just that - an estimate. It might fail earlier than that (or it might fail later), so I wouldn't recommend trying to match range and fail time.

Second, active sensors can still be very useful at spotting ships - often at ranges far larger than passive sensor range, IIRC. The tradeoff is that using one makes you much more visible to passive EM sensors. They can still be useful even if you're not shooting at people.

I would, however, suggest swapping out the grav sensor for a second geo sensor, and creating a duplicate grav-based ship. A vessel can only survey one body at a time; adding two sensors will make surveying twice as fast, whereas one sensor of each would mean only half your scanning capabilities would be in use at a time.
Logged
Pages: 1 ... 357 358 [359] 360 361 ... 1347